one needs to be able to tell the engine "this object is very dense, light can't go through"... either that has to be done with texture alpha, or it needs a separate field instead of sunlight_propagates

there would be plenty of animals which could enrich the game. i can draw to some degree rl. but when it comes to a computer, i can't draw anymore. not with the tools there. and blender...is another matter

I can't get Minetest to run at anything faster than 1 FPS on my GNU/Linux distro (gNewSense, based on Debian squeeze). I know it's not a problem with my hardware because glxgears runs at ~1500 fps and glxinfo | grep "direct rendering" yeilds "Yes". Here is my minetest.conf: <http://sprunge.us/afMI> Any ideas as to how to debug / fix this?

"I can't get Minetest to run at anything faster than 1 FPS on my GNU/Linux distro (gNewSense, based on Debian squeeze). I know it's not a problem with my hardware because glxgears runs at ~1500 fps and glxinfo | grep "direct rendering" yeilds "Yes". Here is my minetest.conf: <http://sprunge.us/afMI> Any ideas as to how to debug / fix this?"

anyway...the names need to be changed: from "coloredblocks:"..tophalf..bottomhalf to "coloredblocks:"..tophalf..'_'..bottomhalf and from "coloredblocks:"..tophalf to "coloredblocks:"..tophalf..'_'..tophalf

PilzAdam: true of course. part of the delay is that he's had to rewrite almost the entire stack for handling shaders, as well as coding the shaders themselves, but mostly, he's been swamped by work and cellphone-based internet.